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2011/05/12

Finding video/ image file info

In ffmpeg, you can determine video or image file info:


ffmpeg -i my_video_filename


Another option is exiftool tool.

1. Install on RHEL
yum install perl-Image-ExifTool.noarch
**you need to have rpmforge repository installed.

2. Use it
exiftool my_video_file

2010/03/31

XShell profile/session backup

XShell from NetSarang is a great SSH client that we use. Even one awhile, you might wanna back up all the saved profiles.

The profiles are actually located at: %user_profile%\%username%\AppData\Roaming\NetSarang\Xshell. For example, C:\Users\johnny\AppData\Roaming\NetSarang\Xshell.

You can just copy the directory to where you want to back it up. You can also create sub-directories if you want to manage them a bit.

2010/03/07

Andriod Emulator ERROR: could not find virtual device name: xxx

If you get this error, it's because your windows user home directory is changed. Fix the error by adding a environment variable named ANDROID_SDK_HOME, and set the value to, for example, d:\users\MY_USERNAME.

Click to view
















Reference: http://www.mail-archive.com/android-beginners@googlegroups.com/msg13718.html

2008/05/06

trac-10.4 繁體中文版

trac-10.4-zh_TW Traditional Chinese translation
trac-10.4 繁體中文版

Modified from ZoomQuiet version, this version provides translation for Traditional Chinese.

To download: http://trac-hacks.org/wiki/TraditionalChineseTranslation

2007/07/19

Project Server 2007 VSTS Connector


The Visual Studio Team System Project Server 2007 Connector is designed to integrate the project management capabilities of VSTS with Project Server 2007. It's been developed by the Visual Studio Team System Rangers in response to significant customer demand for a connector solution. Future versions of Team System will have native integration with Project Server, in the meantime this Connector solution is the best way to integrate the two Microsoft products. This solution builds on the previous PS2003 VSTS Connector, published on GotDotNet. This solution is intended to provide guidance, provided as source code that can be used "as is," extended, or modified by developers to use on enterprise development projects.

Read more on the Project Server 2007 VSTS Connector @ codeplex.

2006/03/13

Problem:: VS2005 - The current identity does not have write access to temporary file...

I finally powered up again with my newly purchased dual-core laptop, which also enables me to refresh software installations that I've been wanting to do for a long time.  As I'm putting things back together, I kept running into this error with my projects:

The current identity (xxx\ASPNET) does not have write access to 'C:\WINDOWS\Microsoft.NET\Framework\v2.0.50727\Temporary ASP.NET Files'.

Description: An unhandled exception occurred during the execution of the current web request. Please review the stack trace for more information about the error and where it originated in the code.


Here's a quick fix to the problem (do this only to your dev box):

1. From the framework directory (Usually c:\windows\microsoft.net\framework\v2.0.50727\Config), modify machine.config:

<processModel userName="SYSTEM" password="autoGenerated"/>

2. Execute this command:


> aspnet_regiis -ga "ASPNET"

By applying MS's Web updates (often times including security patches), or putting you box into domain (which I am), the security constriant of your windows install drive got stricted.  If you read the prompt from aspnet_regiis carefully, switch -ga is granting the daemon user access to the IIS metabsae and other directories used by ASP.NET, which is exactly what I'm looking to do..

Further Reading:
Microsoft's KB: http://support.microsoft.com/kb/315158/

2005/04/19

Quck Intro of Accessing Subversion

Version control is the art of managing changes to information. It has long been a critical tool for programmers, who typically spend their time making small changes to software and then undoing those changes the next day. But the usefulness of version control software extends far beyond the bounds of the software development world. Anywhere you can find people using computers to manage information that changes often, there is room for version control. And that's where Subversion comes into play.

Subversion uses WebDAV to access the repository and as such every file is accessible using standard http addresses.

To check out the source from the repository, you can use one of the following clients:

  • AnkhSVN is a plugin for Visual Studio.NET and allows you to checkout the source from within the Microsoft development tool. This is recommended for Gentle.NET developers or people working with Gentle in source form, provided you're using VS.NET as development IDE.
  • TortoiseSVN is a Windows Explorer plugin which integrates well with Windows and allows access to the repository from outside the development IDE.
  • RapidSVN is a graphical client program much like you may be familiar with from Visual SourceSafe or a similar tool.
  • Subversion itself includes command-line tools to access the repository.

Additionally, you can browse the repository using a web browser:

ViewCVS allows you to browse the source, view diffs, compare revisions and is a nice tool when you need to have a quick look at a file or revisions thereof.
WebDAV can be used to see the latest revision.

See O'Reilly's article for more intro.

2004/07/26

Build Automation System using Cruise Control .NET (CCNET)

In a Team development environment where parallel development and testing goes we find a requirement of getting most recent build to test as well as some specific build to give the QA to do testing on. This post describes what all are needed to set up an automated source code integration and build system for an environment where we use Visual Studio for development, source control (SVN in our case) for source depot, and doc/ tracking system (trac in our case).

Why do we need a continuous source code integration and build system? well, this helps the QA team by allowing then to not spend more time in syncing the source and doing a build everytimes or even working on a relatively older build.  This works as a perfect backup for your Source Control and also the deployment server. This also allows to align the builds numbers to be same as your assembly\file version and also to the source control label there by making a particular build to be a complete unit in itself in terms of readiness for deployment or using the same for development.

Now coming back to build server where we can use cruise control .NET for source integration along with a couple of batch scripts to control the build number and assembly version. CCNET pings the source control (SVN) after every 30 mins (this is a default value and can be changed) to see if there are any modifications. If there are then it triggers a build and publishes it on the Build Server. Once done sleeps again for 30 mins unless it is Forced for a build in between i.e. you can manually force a build in between sleeps.

The core components of build server are:

1) Cruise Control .NET (CCNET):
Its an open source build and integration engine which can be downloaded freely from http://confluence.public.thoughtworks.org/display/CCNET/DownloadOnce. Once the installation is done CCNET needs to be configured according to your requirements.  The config file can be found at “%SYSTEMDRIVE%\Program Files\CruiseControl.NET\Server\ccnet.config”.

2) Batch Scripts:
You might have some tasks to do before the automated build.  In our case, we want to shift the version in every new build. It can be done by altering AssemblyVersion attribute defined in AsseblyInfo.cs file(s). Also you might need to get all the green lights in NUnit testings before you build.  CCNET integrates with NUnit & NAnt nicely for executing test cases and more powerful automated scripts.

Fpr complete reference on the configuration blocks, check out the project home at http://ccnet.sourceforge.net/CCNET/.  If you like to do the same on Linux, you might wanna check out luntbuild

2001/11/16

What is Extreme Programming?

Check out this xp textbook classic from Ron Jeffies, our kongfu man got it in action...

Extreme Programming is a discipline of software development based on values of simplicity, communication, feedback, and courage. It works by bringing the whole team together in the presence of simple practices, with enough feedback to enable the team to see where they are and to tune the practices to their unique situation.

In Extreme Programming, every contributor to the project is an integral part of the "Whole Team". The team forms around a business representative called "the Customer", who sits with the team and works with them daily.

Core Practices: Whole Team

Extreme Programming teams use a simple form of planning and tracking to decide what should be done next and to predict when the project will be done. Focused on business value, the team produces the software in a series of small fully-integrated releases that pass all the tests the Customer has defined.

Core Practices: Planning Game, Small Releases, Customer Tests

Extreme Programmers work together in pairs and as a group, with simple design and obsessively tested code, improving the design continually to keep it always just right for the current needs.

Core Practices: Simple Design, Pair Programming, Test-Driven Development, Design Improvement

The Extreme Programming team keeps the system integrated and running all the time. The programmers write all production code in pairs, and all work together all the time. They code in a consistent style so that everyone can understand and improve all the code as needed.

Core Practices: Continuous Integration, Collective Code Ownership, Coding Standard

The Extreme Programming team shares a common and simple picture of what the system looks like. Everyone works at a pace that can be sustained indefinitely.

Core Practices: Metaphor, Sustainable Pace

Core Practices

Whole Team

All the contributors to an XP project sit together, members of one team. This team must include a business representative -- the "Customer" -- who provides the requirements, sets the priorities, and steers the project. It is the best if the Customer or one of her aides is a real end user who knows the domain and what is needed. The team will of course have programmers. The team may include testers, who help the Customer define the customer acceptance tests. Analysts may serve as helpers to the Customer, helping to define the requirements. There is commonly a coach, who helps the team keep on track, and facilitates the process. There may be a manager, providing resources, handling external communication, coordinating activities. None of these roles is necessarily the exclusive property of just one individual: Everyone on an XP team contributes in any way that they can. The best teams have no specialists, only general contributors with special skills.

Planning Game

XP planning addresses two key questions in software development: predicting what will be accomplished by the due date, and determining what to do next. The emphasis is on steering the project -- which is quite straightforward -- rather than on exact prediction of what will be needed and how long it will take -- which is quite difficult. There are two key planning steps in XP, addressing these two questions:

  1. Release Planning is a practice where the Customer presents the desired features to the programmers, and the programmers estimate their difficulty. With the costs estimates in hand, and with knowledge of the importance of the features, the Customer lays out a plan for the project. Initial release plans are necessarily imprecise: neither the priorities nor the estimates are truly solid, and until the team begins to work, we won't know just how fast they will go. Even the first release plan is accurate enough for decision making, however, and XP teams revise the release plan regularly.
  2. Iteration Planning is the practice whereby the team is given direction every couple of weeks. XP teams build software in two-week "iterations", delivering running useful software at the end of each iteration. During Iteration Planning, the Customer presents the features desired for the next two weeks. The programmers break them down into tasks, and estimate their cost (at a finer level of detail than in Release Planning). Based on the amount of work accomplished in the previous iteration, the team signs up for what will be undertaken in the current iteration.

These planning steps are very simple, yet they provide very good information and excellent steering control in the hands of the Customer. Every couple of weeks, the amount of progress is entirely visible. There is no "ninety percent done" in XP: a feature story was completed, or it was not. This focus on visibility results in a nice little paradox: on the one hand, with so much visibility, the Customer is in a position to cancel the project if progress is not sufficient. On the other hand, progress is so visible, and the ability to decide what will be done next is so complete, that XP projects tend to deliver more of what is needed, with less pressure and stress.

Customer Tests

As part of presenting each desired feature, the XP Customer defines one or more automated acceptance tests to show that the feature is working. The team builds these tests and uses them to prove to themselves, and to the customer, that the feature is implemented correctly. Automation is important because in the press of time, manual tests are skipped. That's like turning off your lights when the night gets darkest.

The best XP teams treat their customer tests the same way they do programmer tests: once the test runs, the team keeps it running correctly thereafter. This means that the system only improves, always notching forward, never backsliding.

Small Releases

XP teams practice small releases in two important ways:

  1. First, the team releases running, tested software, delivering business value chosen by the Customer, every iteration. The Customer can use this software for any purpose, whether evaluation or even release to end users (highly recommended). The most important aspect is that the software is visible, and given to the customer, at the end of every iteration. This keeps everything open and tangible.

  2. Second, XP teams release to their end users frequently as well. XP Web projects release as often as daily, in house projects monthly or more frequently. Even shrink-wrapped products are shipped as often as quarterly.
It may seem impossible to create good versions this often, but XP teams all over are doing it all the time. See Continuous Integration for more on this, and note that these frequent releases are kept reliable by XP's obsession with testing, as described here in Customer Tests and Test-Driven Development.


Simple Design


XP teams build software to a simple design. They start simple, and through programmer testing and design improvement, they keep it that way. An XP team keeps the design exactly suited for the current functionality of the system. There is no wasted motion, and the software is always ready for what's next.Design in XP is not a one-time thing, or an up-front thing, it is an all-the-time thing. There are design steps in release planning and iteration planning, plus teams engage in quick design sessions and design revisions through refactoring, through the course of the entire project. In an incremental, iterative process like Extreme Programming, good design is essential. That's why there is so much focus on design throughout the course of the entire development.

Pair Programming


All production software in XP is built by two programmers, sitting side by side, at the same machine. This practice ensures that all production code is reviewed by at least one other programmer, and results in better design, better testing, and better code.It may seem inefficient to have two programmers doing "one programmer's job", but the reverse is true. Research into pair programming shows that pairing produces better code in about the same time as programmers working singly. That's right: two heads really are better than one!

Some programmers object to pair programming without ever trying it. It does take some practice to do well, and you need to do it well for a few weeks to see the results. Ninety percent of programmers who learn pair programming prefer it, so we highly recommend it to all teams.

Pairing, in addition to providing better code and tests, also serves to communicate knowledge throughout the team. As pairs switch, everyone gets the benefits of everyone's specialized knowledge. Programmers learn, their skills improve, and they become more valuable to the team and to the company. Pairing, even on its own outside of XP, is a big win for everyone.


Test-Driven Development


Extreme Programming is obsessed with feedback, and in software development, good feedback requires good testing. Top XP teams practice "test-driven development", working in very short cycles of adding a test, then making it work. Almost effortlessly, teams produce code with nearly 100 percent test coverage, which is a great step forward in most shops. (If your programmers are already doing even more sophisticated testing, more power to you. Keep it up, it can only help!)It isn't enough to write tests: you have to run them. Here, too, Extreme Programming is extreme. These "programmer tests", or "unit tests" are all collected together, and every time any programmer releases any code to the repository (and pairs typically release twice a day or more), every single one of the programmer tests must run correctly. One hundred percent, all the time! This means that programmers get immediate feedback on how they're doing. Additionally, these tests provide invaluable support as the software design is improved.

Design Improvement


Extreme Programming focuses on delivering business value in every iteration. To accomplish this over the course of the whole project, the software must be well-designed. The alternative would be to slow down and ultimately get stuck. So XP uses a process of continuous design improvement called Refactoring, from the title of Martin Fowler's book, "Refactoring: Improving the Design of Existing Code".

The refactoring process focuses on removal of duplication (a sure sign of poor design), and on increasing the "cohesion" of the code, while lowering the "coupling". High cohesion and low coupling have been recognized as the hallmarks of well-designed code for at least thirty years. The result is that XP teams start with a good, simple design, and always have a good, simple design for the software. This lets them sustain their development speed, and in fact generally increase speed as the project goes forward.

Refactoring is, of course, strongly supported by comprehensive testing to be sure that as the design evolves, nothing is broken. Thus the customer tests and programmer tests are a critical enabling factor. The XP practices support each other: they are stronger together than separately.

Continuous Integration

Extreme Programming teams keep the system fully integrated at all times. We say that daily builds are for wimps: XP teams build multiple times per day. (One XP team of forty people builds at least eight or ten times per day!)

The benefit of this practice can be seen by thinking back on projects you may have heard about (or even been a part of) where the build process was weekly or less frequently, and usually led to "integration hell", where everything broke and no one knew why.

Infrequent integration leads to serious problems on a software project. First of all, although integration is critical to shipping good working code, the team is not practiced at it, and often it is delegated to people who are not familiar with the whole system. Second, infrequently integrated code is often -- I would say usually -- buggy code. Problems creep in at integration time that is not detected by any of the testing that takes place on an un-integrated system. Third, weak integration process leads to long code freezes. Code freezes mean that you have long time periods when the programmers could be working on important shippable features, but that those features must be held back. This weakens your position in the market, or with your end users.

Collective Code Ownership

On an Extreme Programming project, any pair of programmers can improve any code at any time. This means that all code gets the benefit of many people's attention, which increases code quality and reduces defects. There is another important benefit as well: when code is owned by individuals, required features are often put in the wrong place, as one programmer discovers that he needs a feature somewhere in code that he does not own. The owner is too busy to do it, so the programmer puts the feature in his own code, where it does not belong. This leads to ugly, hard-to-maintain code, full of duplication and with low (bad) cohesion.

Collective ownership could be a problem if people worked blindly on code they did not understand. XP avoids these problems through two key techniques: the programmer tests catch mistakes, and pair programming means that the best way to work on unfamiliar code is to pair with the expert. In addition to ensuring good modifications when needed, this practice spreads knowledge throughout the team.

Coding Standard


XP teams follow a common coding standard, so that all the code in the system looks as if it was written by a single -- very competent -- individual. The specifics of the standard are not important: what is important is that all the code looks familiar, in support of collective ownership.

Metaphor

Extreme Programming teams develop a common vision of how the program works, which we call the "metaphor". At its best, the metaphor is a simple evocative description of how the program works, such as "this program works like a hive of bees, going out for pollen and bringing it back to the hive" as a description for an agent-based information retrieval system.

Sometimes a sufficiently poetic metaphor does not arise. In any case, with or without vivid imagery, XP teams use a common system of names to be sure that everyone understands how the system works and where to look to find the functionality you're looking for, or to find the right place to put the functionality you're about to add.


Sustainable Pace


Extreme Programming teams are in it for the long term. They work hard, and at a pace that can be sustained indefinitely. This means that they work overtime when it is effective, and that they normally work in such a way as to maximize productivity week in and week out. It's pretty well understood these days that death march projects are neither productive nor produce quality software. XP teams are in it to win, not to die.

Conclusion

Extreme Programming is a discipline of software development based on values of simplicity, communication, feedback, and courage. It works by bringing the whole team together in the presence of simple practices, with enough feedback to enable the team to see where they are and to tune the practices to their unique situation.

2001/08/01

Introduction of Aglie Development

Introduction
I want to provide thorough information for the everyday coder - without the "I want to sell you something so I have to look extra smart" obfuscation layer. These are my personal views, acquired by analyzing my own development "challenges", browsing the web, discussing it at CP and elsewhere, and trying it myself. It won't be a "brief introduction", so here's an overview in case you want to skip something:

  • Where do we come from - two scenarios you might find yourself in
  • Agile Programming - introduction to "new old" principles
  • Refactoring Techniques - simple techniques, and an advanced real-life example
  • Selling to your Boss - how to convince your company
  • Limits of the Agile process - Where Agile Techniques are not applicable
  • Appendix
Where do we come from

We all know this: Your project has a neat design you're really proud of. You did care for all eventualities that came up in the early design studies, the schedule is approved, there's even an extra week "padding for the unexpected" - and you are happy you can finally start coding. Two weeks into it, the first change requests arrive. Nothing special, just the usual "can we do this, too?" - "Yes, no big problem, we just need to plug an Carbunkulator into the Arglebargle".

Halfway through it, things look less shiny. A few more functionality tweaks, a few bugs, your best coder one week in the hospital - the schedule lags behind big time. Your boss returns from a talk with a client, after they played around with the first beta. It turns out they never really needed an arglebarge, it is just in the spec because their old system had a big one that was very expensive. What they really need is a big gonkulator, and it must be fast - much faster than now. Oh, and the one feature that gave you headaches while designing - you can scrap that: the only one guy who insisted on this feature (although no one understood why) moved on to greener pastures.

Whatever the reasons - the application ends up different from what it was envisioned. Chances are, it's a mess of crooks and shortcuts across a baroque, utterly inefficient infrastructure. You might even get afraid of touching it - 'cause a little change here breaks something there. Every time you try to fix some nasty behavior, you have to wad through tons of interdependent code, and every function, every class you see screams "rewrite me". Far from what you wanted.

Interestingly, you can arrive at the same place by leaving out the formal design process altogether: You have an idea, a rough plan how you can make it, and start coding. It starts well, but after some time, it gets tricky: an important library refrains doing what you expect, some things didn't work out as you thought, you're forced to hold much more distributed state information than you can juggle in your head.

The whole thing turns out a bit fragile, and although it mostly does what you want it to, it's a pain to use. As much as it's brittle to the user, the code feels brittle to you, probably no one will be able or willing to continue working on it, you're reluctant to change anything yourself, because, once you start to weed out the crooks, you wish you had the strength to start over again.

What went wrong? In the first scenario, the design (likely perfect for the initial requirements) did not live up to the changes that are inevitable in the course of a project. In the second, a reasonable design failed to evolve.

The solutions I discuss here are aimed at the course of the project, to help you avoid situations like this. Once you are stuck with a huge unmaintainable code base, it's much harder to stay on the success track (or get back on it again). At least, even when you feel you're stuck, many of the techniques here can help you not to give up on the way - neither economically nor stress-wise.

What is Agile Programming

AP is a collection of principles and techniques that try to overcome the inflexibility of the strictly-design-based development cycle. Three things make AP very powerful:

You are not required to model the entire development process after AP (of course you can). You can change project management slowly and incrementally, and you need to adopt only what really helps you.

The Agile process does not require extreme excellence at design or development - rather, it's aimed at the average team with some experience.

The techniques are simple, so simple that most old-timers consider them "common knowledge" - if only they were!

Here is what I understand as the core rules:

  • Simple Design: use the simplest design that solves your immediate needs
  • Design as you go: Always scrub and exercise the code you work on while the project develops, to make sure it remains well structured, designed and written. (Techniques for this are called Refactoring)
  • Incremental steps: When changing or adding code, take the smallest step you can, then compile and test again.
  • Independent steps: Don't mix up the things you do - when you fix a bug, fix the bug, when you add a feature, add the feature.
  • Know and use your tools with purpose: Especially for tasks beyond writing code - like design and documentation, know the available tools, use those that help you (not just a single one), and always understand why you do what you do.

The Meta Rule: Use only the principles and techniques that actually work for you.

Simple Design and Design as you go

I considers this the very heart of the AP approach - and the one with the biggest potential to change the development process.

Instead of planning ahead for all nooks and crannies, make sure "Version 0.1" works out well. Concentrate on your next task, and pick the most simple design that makes it possible. This does not mean forget about design! Design remains an important part of the entire process, and classic good/bad rules still apply. The additional rule is: make your next step happen, not the 10th. Don't go far out of your way for something you think you need later. When you really need it, new possibilities will have opened, and priorities sure will have changed.

To keep the design evolving with the project, you always need to pay attention to the code base. With only some primitive techniques and trust in your instincts, you can get along very well for most of the time - so you're less burdened when you have to face te real challenges. Exercising the part you're working on means: over time the "hot spots" of your application get most attention automatically.

Although individual things, like renaming variables, might appear silly as itself, the cumulative effect is impressive. It's wonderful when the feeling of understanding your code base kicks in - don't miss it!

The initial design will have a great impact on your project as well (although you typically end up more flexible than with a strict design based approach). But don't worry too much: Different designs can support the same product, a simple one will give you something to work with, and refactoring will make sure your design grows with the application.

If the analogy is allowed: Agile Modeling is replacing the intention of a "perfect creation" with an evolutionary process: Although 7 neck vertebras can't be the perfect design for both the mouse and the giraffe, it does it's job very well in both cases.

Advantages

  • You can react much more flexible to requirement changes and additions
  • The overall design remain simple almost "by itself" - baroque arabesques are usually rooted out very early, before they grow big
  • By scrubbing the code you're working on, the most important parts get most attention, and you don't invest extra time into changing what doesn't need to be changed.
  • When cleaning up your code is technically part of the development process, you have much better chances to end up with a well commented and documented orthogonal readable code base
  • You might be able to start coding earlier (although you won't necessarily be faster overall)
  • You won't end up in the dead ends
  • A good designer/developer can achieve the same with a "less agile" approach. But chances are, a wizard will get very close to the agile approach himself, if you let him do as he pleases. And for us non-wizards, we're all fallible to the stress and strains of development, and forget to follow idolized "good practice" in those dreaded one-nighters.

    Incremental, independent Changes

Incremental changes are the key to happiness, and the core idea of refactoring. However, I want to separate the principle from the techniques, that's why it gets it's own paragraph. To repeat the two rules:

Take the smallest step possible into the direction you want to go. Then compile and do a basic test that it's still working. And always do only one step - don't try sneak in a feature while you refactor - tempting as it may be.

For me, these rules still require some discipline, and a conscious effort. Sometimes it just seems easiest to scrap a class, and write it anew. Yet, when I get interrupted, it's much easier to say "five minutes" - and finish the search&amp;replace at hand; or jot down a quick note what I was doing. When I return to my desk, I can continue without looking back and forth where I left of, without the fear I forget something.

Advantage: You always have working code you can deliver. Don't take this literally and skip QA - but in case of emergency (e.g. a bug at a customer site) you're much more ready to leave your current task in a working condition. In-house testing can get a new version anytime. You are quicker to react to new requirements: No more "I need to finish the Gonkulator rewrite before I can add this graphic feature that everybody suddenly seems to need urgently."

Also, your code passes much more often through the compiler, and a basic "does it work?" test - especially so if you do Automated Unit Testing. This gives a bit more confidence in complex code, and can be a real live saver.

There's one human reason behind this rule: Only a limited amount of state information is present in your mind (the often-mentioned "seven things"). Conscious splitting into steps with the least state information tries to saves you from a "short term memory overflow", which makes you forget things you wanted to do, and feel overwhelmed by the complexity of the code. And there is a Murphy reason: Every step you take will be a little bit more complex, have a few more dependencies and side effects than you expected. E.g. when rewriting two classes into one, a problem with header inclusion order can sidetrack you so far that you just forget to initialize an important variable again.

Know your Tools, and know your reasons

Besides writing code, many things belong to the development process: Design, Documentation, QA...

The first question should be: Why do I do that? The importance of these artifacts is as well known as a rich number of techniques and methods for them, that all to often claim or at least suggest to be exclusive. But, to take an example: why do you actually document your code? Do you still want to understand your code in 6 month? Should a 3rd party be able to write plugins based on your API? Is it to inform co-workers of changes in the interface or implementation specifics? Is it because you plan to retire to the Bahamas, so the code base needs to be passed on to a still-to-be-hired guy? These are quite different goals, and for each of them, different techniques are appropriate.

In the example, documentation comes in many flavors. UML charts, formal code comments that can be extracted by a parser, inline comments, a separate Word file describing your intentions, Source Control change logs, etc. You are much better off when you understand and use more than one tool. Look out for new tools, and don't forget about unused features of the tools you have.

Advantage: The time spent on non-coding tasks is used more effective, and doesn't feel wasted. Again: It's just to make you happy!

Refactoring Techniques

Refactoring is nothing magic, refactoring is a fancy word for cleaning up the code. A more formal definition would be:

Refactoring means continuously improving the design and appearance of your code base in small steps confined to surveyable areas.

All techniques are allowed that:

  • improve code quality, readability, design
  • are simple, or even "dumb" (such as automatic search-and-replace of a variable name)
  • are small, and independent steps

Refactoring has two major uses: first, to keep an application well designed, to enable the "design as you go" principle. Second, instead of rewriting a larger module or class, you can refactor it into something much better. This requires much more discipline (controlling one's enthusiasm to make it better) than a rewrite, but is often the less risky yet more rewarding route.

I split the discussion in two parts - a formal list of basic techniques, and a real life example that contains suggestions for less automatable ones.

Basic Refactoring Techniques

Rename a variable / type / class / function

Every developer or team has it's coding standards - usually both formally defined and informal. Apply them to your code! If you have a function ReadData, and a complementary function DataWrite - rename one, so they are consistent. if you have a member that misses the m_ - prefix everyone else uses, spend the one or two minutes to change that. When you plan to change multiple identifiers, change only one at each step then compile and run. Use unique names - so when you forget to rename one place, the compiler catches it. (Oh, if the function is in an interface declaration shared by all modules of your 10-developer-project, ask your co-workers before you do!)

Reformat a function to conform to your coding standards

We want readable code - make it so! All-nighters tend to produce interesting, almost-working code that's horrible to understand. We don't want to throw it away, so first apply some formal beatification to it, then look deeper.

turn a code sequence into a function

If the complexity of a method increases beyond what makes you feel well, or if you notice that similar functionality is used at different places, make it a function.

move functionality shared by multiple classes to a common base class (or helper class)

This can break down the complexity of a single class back to a reasonable level.

Separate independent functionality into different classes / functions

The inverse of the above.

Notice a theme in c-e: We introduce a base class only when it seems necessary. Early design decisions are often intentionally immutable: because the design guru said it so, because it was the result of heated discussions, etc. In this course, the technical reason for a decision often gets lost, and with it: simplicity.

All these steps will take around 5 - 10 minutes - usually including "compile and test". You can take them anytime: when you're bored, while you're waiting for another project to compile, when you don't want to leave shortly before your boss. Whatever. Even taking one step will make your code base a little bit better, and you will have working code. They are easily undone (assuming you know to use your tools: editor, and source control)

While the decision what to do requires that you understand the structure of the code you're working on, executing it does not: they are simple search-and-replace or copy-and-paste tasks, and under VS.NET there are nifty tools available that can automate them safely.

Also, AP does not tell you how to design, only when. You still need to know what makes a good design, and find it yourself.

Other Refactoring techniques - A real life example

When I plan to refactor a complex class or module, I start with the things mentioned above. This has two purposes: First, the code gets easier to read, more compact, and unnecessary arabesques are removed in these steps, so I have a much easier time later on. Second, I get fairly accustomed to the class again, refreshing my memory. I find out which members are hot spots, discover old comments telling me what I wanted to do, etc.

Only when I'm through with the basics, I begin the actual changes. Again, I try to take the smallest step that takes me closer to my goal and keeps the code working. Here you need to be more creative - the techniques are not that straightforward anymore, and you need to plan ahead. That's why I'll take a real example, to illustrate some possibilities.

Recently, I refactored a class implementation that simulated a map<int, struct> by two arrays: a data array holding the values, and a key array, holding the key for each value at the same index as the data array. To speed things up, I tried to store the values at their "native" position: e.g. the value for key 17 I would first try to insert into index 17. To look up a value, I checked the "native position", then I had to search the key array for the index where the key was stored, then retrieve the value from the same index in the data array. The whole thing looked like this:

if (keyArray.size() > key && keyArray[key] == key)

// look up "native" position

return dataArray[key];

else {

int index = FindKeyInKeyArray(key); // linear search! (ugh)

if (index >= 0)

return dataArray[index];

}

(This atrocity to common sense grew from a quick side hack into a generic datakeeper class. I'm really ashamed of this - well, no more)

The first step were to rename the arrays (originally named data and map) to the ones above, so I wouldn't get a name clash later on - neither in the code, nor in my mind.

Ultimately, I would have to remove the keyArray index lookups completely, and replace the dataArray lookups. So I did a "Find in Files" for "keyArray[" and "dataArray[", just to see how often they were used. I was shocked - over 20 times each. I needed to break this down a bit further, before I "injected" the map<>.

So I moved some rarely used extra functionality that affected most functions to a derived class - due to the prior usage this wouldn't break any client code. While this moved no "hot spots" out of the class, the complexity of the hot spots itself was greatly reduced. Compile and run - still working. (Later I found I introduced a bug in this step, that even escaped my quickly written unit test. But due to the new cleaner code structure, it was found quickly).

The remaining lookup complexity, especially when inserting/changing values, was dominated by the "native position" handling - it probably didn't help much, and made everything ugly. I decided to remove this altogether. While the code would still work, performance might take a hit - this was a small risk I had to take. The worst thing that could happen would be rolling back to before this step (so I made a check-in at this point).

After removing the extra lookup, most of the hot spot functions did something similar to this:

int index = MapID(key); // lookup the key

if (index >= 0) { // when found...

// do something to dataArray[index]

}

else { // when not found...

// do something else

}

I figured, to replace this with a map, it wouldn't be a simple m_map[key] - the dataArray[index] was often used multiple times but I wanted the map lookup to happen only once, and I didn't need the operator[]'s feature to insert a new element silently. So I wrote a helper function, that contained all the functionality that I intended to change:

ValueType * GetValPtr(int key) {

int index = MapID(key); // lookup the key

if (index >= 0) { // when found...

return dataArray[index];

else

return NULL;

}

And started replacing the lookups by

ValueType * pVal = GetValPtr(key);

if (pVal) { // when found...

// do something to *pVal

}

else { // when not found...

// do something else

}

Again, very simple replacements, especially since I had made sure before local variable and parameter names are consistent. I renamed dataArray and MapID() in the class declaration and the GetValPtr implementation, so the compiler caught all occurrences where I was still relying on them. I picked "pVal" as name for the new local variable, since this name was used nowhere in the class.

After this step, I had a sleek implementation of a horrible idea. Quite an improvement.

Everything worked fine, so I took the last step: introducing an std::map<int, ValueType> member into the class, commenting out the the dataArray and keyArray declaration, and replacing the GetValPtr implementation with a std::map.find call:

ValueType * GetValPtr(int key) {

std::map<int, ValueType>::iterator it = m_map.find(key);

if (it == m_map.end())

return NULL;

else

return &(it->second);

}

Of course, replacing the two arrays with a map had some other side effects, temporarily breaking the storage functions (that needed to iterate over all values), and turning the array allocation/cleanup functions into syntax errors. This was a single big step, I had no ideas how to break this down further (and maybe started to get a little bit impatient). But due to all the preparation, it took no more than 40 minutes to do the change, replace the keyArray iteration with an map iterator, and get the code compile and run again. The thing is working fine now, I felt very happy, and I sleep much better.

While scrubbing the code, I marked commented-out sequences with a special comment tag, so I could search for these places. Thus, removing all the dead code (that I left in initially for reference and rollback), was a matter of a minute or two.

Of course, a few things still could be done. There's still a naming inconsistency in the "insert new item" implementation, and the GetValPtr function could be removed altogether, replacing the ValueType * with anmap::iterator. But the task at hand was done, and a new task was waiting for the next day, so I left it at that.

Refactoring techniques used in the example

A short overview of the things I used:

  • Move "hot spot" functionality to be changed to a helper function, that has a the same calling syntax for the old and the desired new implementation - so you separate syntactic changes at many places (that are semi-automatic and can be caught by the compiler) from functional changes (that need to be tested if they still do the same)
  • Move functionality to be replaced "inline" to a temporary helper function that you can remove later
  • Use "Find in files" to find occurrences of a certain construct in your project - so you find hot spots, and know if you can replace it in one step.
  • Pick names that make the compiler catch mistakes, or places you forgot to change
  • Use simple refactoring techniques, like generalizing variable names, until you feel you can handle the complexity of the trickier steps

    Selling to your boss

OK, since you didn't fall asleep yet, you'll probably pondering one question: How do you convince your boss that renaming variables is worth your pay?

  1. The best selling point is success.
    Just try some of the techniques and ideas presented here on a small scale. In an ideal situation, they help you solve a tricky problem efficiently - maybe one that has been bugging your team for a time. Your boss might ask you "Nice! How did you do that?" Just mention that you "tried some new techniques you read about recently"...
  2. Refactoring is a fancy word for cleaning up code.
    There is a reason to use a fancy word: it sounds new, it sounds smart, and it makes you think about "usual things" from a different perspective. "Agile Programming" and Refactoring are buzzwords, chances are, your boss might already have heard something of this and wonder if he misses something.
  3. Unless you have a very strict development process, Agile techniques can sneak in step-by-step. A key point of all Agile techniques is: only do what works for you. You don't have to revolutionize the entire development process. Start with "Incremental changes" for tasks assigned to you. If your tasks is to rewrite something, consider refactoring it instead. Try new tools, and unused features of existing tools, first for minor design and documentation tasks.
  4. Remember the prime strength and original intent of Agile Programming: Additional flexibility towards requirement changes. Requirements do change over time. Clients can change their priorities at a large scale after trying the first beta. New features need to be added. 3rd party components (libraries, or OS components) change over time.

    Limits of the Agile Process

AP is not the holy grail either. There are some requirements that must be met to make it work:

  • You need an open, friendly team
    If you have to stand mind games among the coders, if communication is bad, or if your co-workers take changes to "their" code as personal insults, it won't work.
  • You need some experience in the team
    While you may not need a design ueberguru, you need a decent amount of real-live experience in your team. AP can stand a certain percentage of newbies, but if your 10-headed team consists of 9 freshmen and one experienced developer to guide them, you're probably better off with a more formal approach
  • AP alone is not sufficient
    You will need other techniques. Focusing solely on AP techniques, you can quickly loose the "big picture" of your application. bad thing - you still need to know what you do, how things interact etc. AP is one tool, to make some of these tasks easier.
  • Refactoring won't change the construction plans
    The basic structure of your code base can rarely be changed through refactoring. Usually, you can work towards something that might even look completely different, but uses the same basic mechanisms as the old code. If the implementation is good but the structure is wrong, a rewrite might be faster. Relying on AP alone might stall the large-scale changes that are necessary from time to time.
  • AP doesn't tell you how to design
    Although certain techniques became popular together with AP (designing around user stories, design patterns, etc.), there is no formal mechanism. As I said, old design principles still hold true, but some designs work better with AP than others.


  1. Appendix

Links

  1. Here on CP, Marc Cliftons Organic Programming Environment and Automation Application Layer are well worth reading if you're looking for design concepts. According to Marc, they go along very well with agile techniques. (Sorry to the CPians with valuable related articles - I'm just not aware of them. If you know a related article, why not leave a comment?)
  2. The WIKI - An interesting "open database" mainly concerned with modern design and development techniques - a good starting point is WhatIsRefactoring
  3. Agile Modeling - A very good web site, with much more information than I can (or want to) present here, well written and not too heady.

    Why is Refactoring called Refactoring?

Although there are different explanations, the one that feels most natural to me is this one: Refactoring stems from the mathematicians "desire" to reorganize a term like

F = xyz + 2xy -7xz + 3yz - 14x + 6y - 21z - 42

into it's factors:

F = (x+3)*(y-7)*(z+2)

While both are absolutely identical, the second one exposes it's inner structure and important information on one look. Also, there are parallels between the processes.

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